On A Roll All the Dice Table: Keys


Pick up your whole set, a d4, d6, d8, d100, d12 and d20, and roll all the dice. Default keys have plain solid round bows, as indicated to the picture to the left.





d4 d6 d6 + d12
  1. Barrel
  2. Flat
  3. Corrugated
  4. Reroll. If 4 again, result is skeleton key
Length of Key 1"-6"

Use the results from the previous d6 roll.

  1. (No Entry)
  2. Wood
  3. Ivory
  4. Glass
  5. Marble
  6. Steel
  7. Silver
  8. Copper
  9. Iron
  10. Bronze
  11. Bronze
  12. Brass
  13. Nickel
  14. Gold
  15. Bone
  16. Crystal
  17. Gemstone
  18. Mythic (Fire, Ice, Energy, etc.)



d8+ d20d100
  1. (No entry)
  2. Magic Key
  3. Studded with Gemstones
  4. Votive key (non-functional)
  5. Warded ring key, labyrinth pattern
  6. Warded ring key, cross pattern
  7. Padlock slide key
  8. Rotary ring key
  9. Ring Tumbler key
  10. Plain post bow
  11. Hollow Knot pattern on bow
  12. Plain, anchor-shaped bow
  13. Plain, club-shaped hollow bow
  14. Plain, round solid bow
  15. Plain, round hollow bow
  16. Plain, round grated bow
  17. Plain, club-shaped solid bow
  18. Plain, L-shaped solid bow
  19. Solid base knot pattern on bow
  20. Heart shaped bow
  21. Fan shaped (mouse ear) bow (Clockwork)
  22. Key is warded with a notch pattern
  23. Key is warded with a labyrinth pattern
  24. Key is warded with a fork pattern
  25. Cross shaped hole in flat bow
  26. Horse or Man head shaped bow
  27. Dog/Jackal head shaped bow
  28. Dragon or Lion head shaped bow
Unlock Strength
An even value on this table indicates that the key is gilded (d100>50) or painted(d100<50).

If the value is a multiple of 11, then the key is attached to a ring, with 1d4+1 other keys.


Parts of a Key

Bitting: This is the part of the key that actually touches the lock, it's covered in cuts of a variety of heights.
Blade: This is the shaft of the key, on which the bitting, wards, and cuts rest.
Bow: This is the handle of the key, the part that is grasped and turned when it is inserted into the lock.
Cuts: These are the notches made on the blade of the key. They raise and lower and turn the internal parts of the lock, allowing the key to unlock the lock.
Keyway: The silohette or profile of a key created by the shaft of the key (including the presence of any wards. This is the exact opposite of the keyway of the lock (obviously).
Shoulder: This is the connection between the bow and the blade of the key - usually serving the purpose of stopping the key from going too far into the lock.
Tip: The other side of the key, opposite the bow.
Warding: These are protrusions or distortions to the blade that prevent it from being used with other locks, besides the intended lock.

Other notes: The d100 is the 'lock strength' of the lock. Per Zak S, this is the percentage the key will open any locked door. Once the key has opened a door, it is useless. Unless it is a skeleton key, which may be used any number of times on the floor it is found.

This is released under the Alexandrian rule: If you use it in your game, you must come back and comment on it.

Some images that I sure as hell don't own:
Plain, Round, Hollow Bow

Plain hex, solid bow

Fan Shaped/Mouse eared bow
Lion head bow
Warded Keys
Tumbler Ring Key

3 comments:

  1. I love "roll all the dice" tables. The idea comes from Russell Cone, and I can't believe no one thought of it before. This is a nice one!

    ReplyDelete
  2. This is an awesome chart! I'm totally snagging this for use later.

    ReplyDelete
  3. A great post, C---I have an (as yet unfound) encounter in my version of Castle Greyhawk in which the PCs find a gigantic key (need to memorize Reduce to get it out of the room it's in!), and this'll give me the details to help make it truly unique. Many thanks! :D ...allan.

    ReplyDelete

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